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Optional Rules
September 15, 2013
6:04 pm
ORtrail
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I started with the last page of the RED PDF. I have to say, I was using the alternate damage rules, in fact the chart is EXACTLY how I have been doing damage. I had already forgotten the RAW. As I mentioned in the gaming thread on the other forum, Supers! can become a slow battle of attrition, so you need to be able to get 2,3,4 Die in damage.

Which brings me to the Wild Die, which in combination with the alternate damge rules, speeds up combat and makes a high total roll a lot of fun (at least when the players are rolling).

Along with all that, we use the "get 6 or better" optional rule (I forget who suggested that) when they want to do something different in combat ("I knock the laser rifle from his hands."). To clarify, I mean beat the defensive roll total by six or better.

Oh, the revised character sheet is too plain. Need to add some light blue to the heading boxes (Resistances, Aptitudes, Ads and Disads, Powers, Cost, Competency Pool). "Aptitude" is misspelled on the sheet too. The "Supers Revised Edition' is too big, probably needs to be moved to the right corner and that leaves room for the HERO NAME and SECRET ID boxes, which are missing. A few changes would make this a very solid character sheet.

So, my initial thoughts after a quick glance at the RED rules.

October 1, 2013
10:18 pm
Rus the Boyd
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I would assume the character sheet will get a major workover once the crunchier bits fall into place. I can't say I invernted the 6/12+ rule, but I'll take the credit :) I hadn't considered how the Wild Die would affect the new resolution system, but it really does have a greater impact which makes the Wild Die even more awesome, go Wild Die!

October 4, 2013
3:22 am
ORtrail
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I found it odd the RED 1.6 version had the alternate damage chart taken out of the back. Then saw it just got moved to page 14. So the alternate damage chart is now standard and the old rules are "classic" version. The updated chart moves the success level to "more than 6" but I will probably leave it as we have been playing it. I taught the players you really just need to remember "6" is two die damage and every 6 after that is one more die of damage (6,12,18,24,30, and so on).

I think the players would rebel if I tried to remove the Wild Die option now. "Critical shots" are too much fun, even when the heroes are on the receiving end themselves. I guess we should credit the D6 system for the Wild Die? Smile

I'm not a fan of the idea of rolling defense first, then letting the attacker roll. I tend to favor the defender in combat. A tied roll goes to the defender, so no damage (unlike how it is written on page 17 "match or beat"). We are creatures of habit I suppose. The players are used to knowing the number they need to match or beat while defending from an attack. That helps decide how they defend. Against an attack roll of "13" (say from a 9mm pistol) their 4D Armor looks like a better option than their 3D Reaction. If the attack roll was "7" then maybe they save the 4D Armor in case they are attacked again during the round and use their 3D Reaction instead.

I see how treating a Defense roll as a TN matches how Performing Actions is done (matching a Target Number) but I don't mind treating combat differently.

For Initiative, I let ties go to the hero, not a reroll. Speaking of Initiative, I have been having everyone roll once, and keep that for the duration of that combat. Too much extra dice rolling to do it each round. However, I am tempted to reroll Initiative when there is a change in Reaction.

Trinity Prime tried to dodge the horned attack from Rodeo the bull-headed villain. Failing to match his attack roll with her 3D Reaction, she takes 1D damage to Reaction. Her player now has to reroll for her Initiative, using a 2D Reaction.

October 8, 2013
4:10 am
ORtrail
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Hmm, I have to login before seeing my post from Oct 4th. Otherwise I get an older view. Working out the forum bugs I guess?

I meant to add the on the last post I am pretty happy with the changes, even the ones I will probably ignore. Good work guys. :)

I finally noticed when I filled out the newest character sheet that the Resistances order has been changed. Physical ones on top, mental/emotional on the bottom. I liked the old, alphabetized order, but the character sheet needs a few more tweaks as I mentioned in my feedback email.

December 3, 2013
11:37 pm
kroh01
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ORtrail said

I found it odd the RED 1.6 version had the alternate damage chart taken out of the back. Then saw it just got moved to page 14. So the alternate damage chart is now standard and the old rules are "classic" version. The updated chart moves the success level to "more than 6" but I will probably leave it as we have been playing it. I taught the players you really just need to remember "6" is two die damage and every 6 after that is one more die of damage (6,12,18,24,30, and so on).

I think the players would rebel if I tried to remove the Wild Die option now. "Critical shots" are too much fun, even when the heroes are on the receiving end themselves. I guess we should credit the D6 system for the Wild Die? Smile

I'm not a fan of the idea of rolling defense first, then letting the attacker roll. I tend to favor the defender in combat. A tied roll goes to the defender, so no damage (unlike how it is written on page 17 "match or beat"). We are creatures of habit I suppose. The players are used to knowing the number they need to match or beat while defending from an attack. That helps decide how they defend. Against an attack roll of "13" (say from a 9mm pistol) their 4D Armor looks like a better option than their 3D Reaction. If the attack roll was "7" then maybe they save the 4D Armor in case they are attacked again during the round and use their 3D Reaction instead.

I see how treating a Defense roll as a TN matches how Performing Actions is done (matching a Target Number) but I don't mind treating combat differently.

For Initiative, I let ties go to the hero, not a reroll. Speaking of Initiative, I have been having everyone roll once, and keep that for the duration of that combat. Too much extra dice rolling to do it each round. However, I am tempted to reroll Initiative when there is a change in Reaction.

Trinity Prime tried to dodge the horned attack from Rodeo the bull-headed villain. Failing to match his attack roll with her 3D Reaction, she takes 1D damage to Reaction. Her player now has to reroll for her Initiative, using a 2D Reaction.

A lot has been worked out since then. We are nearing the final workings on the manuscript. I like your initiative idea.

Regards,
Walt

December 20, 2013
4:24 am
ORtrail
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Quick question: Is 4D now the max number of dice for a "normal" human? Moved up from the 3D of the original edition of Supers!?

December 27, 2013
12:49 am
Rus the Boyd
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Unless something changes in the final edit, 4D is the absolute peak of normal human resistance.

Keep in mind that being "normal" and its limitations are entirely up to the Judge and Player now since the Normal disadvantage is gone.

December 27, 2013
7:56 am
ORtrail
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Ah, I had not noticed "Normal" was gone. The change does work better for Batman types, who are supposed to be human, but have incredible willpower. With a 5D cap on powers for our campaign, being limited to 3D was a disadvantage, and 4D levels the playing field quite a lot.

December 28, 2013
4:34 pm
kroh01
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I love that this change was made as it adds a lot to characters that might be Agent types without being Super. The long and short of it is that a highly trained Agent with the element of surprise and a high powered rifle can do quite a bit against most super powered targets. Of course, characters like Batman are not actually about the toys and more about the tactics.

Regards,
Walt

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